#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;

uniform bool invertedNormals;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
  vec4 viewPos = view * model * vec4(aPos, 1.0);
  FragPos = viewPos.xyz;
  TexCoords = aTexCoords;

  mat3 normalMatrix = transpose(inverse(mat3(view * model)));
  Normal = normalMatrix * (invertedNormals ?  -aNormal : aNormal);

  gl_Position = projection * viewPos;
}
